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selecting lighting walls

1387302080

Edited 1387302638
I have pre-created large dungeon lighting maps only to discover that all my doors are un-deleteable without destroying large portions of my dungeon. If you have a large lighting wall, and it stops and there is a door with a separate lighting wall(so it can be deleted once opened) and then the main wall continues, because of the shape and the selection algorithm, it can often be impossible to select just the door to delete and you end up with a large amount of content selected. Is there some way we can get a select click action that selects only whats exactly under the mouse and nothing else(use no shape gemoetry math to find if your inside a larger object)? Also unrelated note, i had a player have his graphics device recover on his web browser and after that happened he could see everything on the map until he refreshed.
Picture included for refrence. The purple line is a door and when i try to select it i get the larger area as seen by the selection squares
I can't really figure out if you are already doing this or not from the screenshot, so sorry if this is completely unhelpful. The easiest fix for selecting ALL the dynamic lighting stuff is to make it different colours. I usually go with Red for walls, Green for Doors and Blue for Secret Doors or something. Then if you click on the green door and move it, the red walls will stay in place undisturbed. :)
i do have different colors, purple for the door and red for the walls. But that seems to have no impact on the ability to move things without effecting others. When i try to drag the door, i just get the select box thingy and when i let go it has selected everything
That is... really weird. Do you click on the line and then drag it or do you click&drag the mouse to select the section in question? Other than that, maybe try different colours? Maybe its that they are too close to each other - which would still be bad, but, you know.
1387304908
Pat S.
Forum Champion
Sheet Author
Did you group the walls together by accident? Try using the ungroup in the rightclick menu (Just tossing this out to see if it happened or been tried). When you made the doors and walls, did you complete them each before changing the color? If you made a wall then changed color and continued with the door it will still be one segment of the line but will have two different colors. Just asking in trying to be able to dismiss somethings people have done before.
1387306303

Edited 1387306339
Gauss
Forum Champion
My guess is that you drew very large sections of dynamic lighting walls rather than single lines. If you draw lines with bends in them they create a large "object" that can be on top of other objects and pose a difficulty in selection. Also, what zoom level are you at? Try selecting the lines directly at 100% zoom. If you would like to you can send me a join link and I can come take a look.
I did draw a very large line segment wall. I use that technique because it avoids pin prick holes in your light blocking map. I can invite you to the campaign gauss. Right now the sight is having issues I will do this and try the ungrouping thing as soon as it fixes itself. My level deisgn technique used to get this is select a color, select polygon line mode, and then click at each bend in the dungeon map as i trace the walls. I then stop at a door, and switch colors and begin a new line segment. Small segements would obviously solve the problem but it makes it harder to get a perfect "holeless" wall.
1387311503
Gauss
Forum Champion
I can show you how to avoid the pinhole leaks.
1387316039

Edited 1387316573
I tried the ungroup but that didn't seem to help. I sent you a link Gauss. I hope your trick to avoid them is not just overlapping separate lines. I love the ability to click quickly around a dungeon map when i build wall maps and have it just auto link it all together ;) I feel like it should be fairly easy for the code to detect the line segment closest to a click instead of forcing an area bounds check on all shapes. If possible this would be a nice enhancement request.
I went ahead and redid the lighting having tiny segments instead of big ones. I am pretty sure my problem is the same as this guys: <a href="https://app.roll20.net/forum/post/413688/is-there-" rel="nofollow">https://app.roll20.net/forum/post/413688/is-there-</a>... Perhaps we can suggest a new feature improvement of being able to select lines inside of shapes by just single clicking on them.
1387341075

Edited 1387341109
Gauss
Forum Champion
Yes, that was the "trick" but frankly, very large art objects have a number of issues which usually single lines avoid. Auto-linking lines together creates usability problems. Problem 1) The object is one large art object and you can have a hard time selecting other objects via a single click. This is most pronounced at zoom levels other than 100%. Problem 2) The object is one large art object and you can have an impossible time selecting other objects via the drag box method. Problem 3) If you want to delete a single line you have to delete the entire object instead. Much better to use smaller lines to modify them. Problem 4) It is harder to modify where your lines are if they are part of one big object. Single lines are better. In short, I use lines and try very hard to avoid lines that have significant bends in them. I find it is just easier to start a new line than to later on have to undo and redo everything.
1387668248

Edited 1387668402
Gauss
Forum Champion
Update: there appears to be a bug regarding selecting lines on the DL layer. At zoom levels other than 100% it becomes harder to select lines. A bug report has been filed. Here is a link to some workarounds: <a href="https://app.roll20.net/forum/post/530679/unable-to-select-vectors-in-dynamic-lighting-layer#post-531113" rel="nofollow">https://app.roll20.net/forum/post/530679/unable-to-select-vectors-in-dynamic-lighting-layer#post-531113</a>
1387683279
Gauss
Forum Champion
This should be fixed now.